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From: Warp
Subject: "Physics" test and photons question
Date: 31 Jul 2000 11:36:53
Message: <39859d14@news.povray.org>
Everyone knows the phenomenon that happens when you put a stick into
water how it looks like it bends. Well, I made it in povray to see how
does it do it:


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From: Warp
Subject: Re: "Physics" test and photons question
Date: 31 Jul 2000 11:38:18
Message: <39859d6a@news.povray.org>
(Btw. the bowl is an isosurface)

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Bob Hughes
Subject: Re: "Physics" test and photons question
Date: 31 Jul 2000 12:19:00
Message: <3985a6f4@news.povray.org>
|   This should be physically correct except for the shadow in the water
| (since the light rays do not bend when calculating shadows).
|   So I tried using photon mapping to get the physically correct shadows.
| But as you can see, the stick is shadowed. Why?

The highlighting inside the bowl is also dimmed.  I'd think it were
'ignore_photons' being used but I don't see why the highlight would be
affected anyway.

Bob


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From: GrimDude
Subject: Re: "Physics" test and photons question
Date: 3 Aug 2000 05:16:37
Message: <39893875@news.povray.org>
I would like to see how you defined the liquid, before answering... :)

Grim


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From: Warp
Subject: Re: "Physics" test and photons question
Date: 4 Aug 2000 07:14:08
Message: <398aa57f@news.povray.org>
GrimDude <vos### [at] yahoocom> wrote:
: I would like to see how you defined the liquid, before answering... :)

  pigment { rgbf <1,1,1,.95> }
  finish { reflection .2 specular .5 roughness .02 }
  interior { ior 1.33 }
  photons { target refraction on }

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: GrimDude
Subject: Re: "Physics" test and photons question
Date: 9 Aug 2000 05:14:16
Message: <399120e8@news.povray.org>
Well, too much time went by before your reply. I have to ask why you used
rgbf rather then rgbt, but otherwise I have forgotten the question? :D

Sorry. :)

Grim


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From: Warp
Subject: Re: "Physics" test and photons question
Date: 9 Aug 2000 06:26:31
Message: <399131d6@news.povray.org>
GrimDude <vos### [at] yahoocom> wrote:
: Well, too much time went by before your reply. I have to ask why you used
: rgbf rather then rgbt, but otherwise I have forgotten the question? :D

  Water filters light. Just think about colored water.

  Why the stick is shadowed using photons? It doesn't look right.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Fabian BRAU
Subject: Re: "Physics" test and photons question
Date: 9 Aug 2000 07:48:51
Message: <39914513.310949F3@umh.ac.be>
You should make 4 test to see
1) try rgbt instead of rgbf
2) try reflection on for water
3 et 4 combination of the two above.

But I don't hope this could work.

Please keep us inform about your result!

Thanks.


> 
> GrimDude <vos### [at] yahoocom> wrote:
> : Well, too much time went by before your reply. I have to ask why you used
> : rgbf rather then rgbt, but otherwise I have forgotten the question? :D
> 
>   Water filters light. Just think about colored water.
> 
>   Why the stick is shadowed using photons? It doesn't look right.
> 
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: GrimDude
Subject: Re: "Physics" test and photons question
Date: 9 Aug 2000 14:04:22
Message: <39919d26@news.povray.org>
Ah, yes, I smelled the filter when I first saw the images, but wanted to be
sure. I very seldom use filter anymore. It has it's uses, but usually messes
up my work, so I avoid it.

True, colored liquid should modify the outcome a tad, but water is clear
(usually). It appears blue because it is reflecting sky, I think? That's the
only way I can get water to look like water in my scenes, anyway. By adding
sky, and often times a height_field too, I get good results (seldom great,
but I am a dweeb).

I would like to see the end results of your efforts here, though.

KOT,
Grim


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